
Inquisitor Thresh |

1. What level of access do you grant in your game?
Magic shop access is completely prohibited in my games. Purely for the sake of realism. Luckily i game with a fantastic group of the same mind set. My worlds usually follow a keep it simple motif and generally are low magic worlds. Ill allow item creation if they have the cash and or materials. But chances are high theres no wizards around with a high enough skill or if there are there might not be a skilled enough blacksmith... or so on. If its something they NEED then maybe the moons will aligned and a visiting wizard MAY help but it takes roleplaying to convince him and hes a real cantankerous old geazer...if you get my meaning.
2. How does it affect your game?
It keeps things rolling, if no one is expecting a magic item from every bird, halfling, orc, or tree frog they murder then its less of a hassle to keep them in the mind set. I like to keep my games very very gritty, chances are very high youll loose a hand before you find even a potion or dagger +1. I run a game for a group of 7 and theres exactly 4 magic items in the whole group. 2 of which are actually useful in combat situations.. 1) a dagger 2) being a shield.
Granted this is a game but its a game supposed to be about a fantasy world based upon a medievil mindset. So i keep the medievil mindset when i think of magic items.. Was not Excalibur the only magic sword in what...the entire kingdom of Camelot? Not to mention that thing couldnt of been more then a +1 or +2...
So i keep it simple and it keeps the complaints simple..
3. What are the pros and cons of working the way you do?
Pros: Micro managing is easier of what i can and cannot throw at the group. No one complaining that so and so just got a new +5 sword of evil doer butt kicking when they missed their roll for finding it at the magic shop. But really it helps keep the pace and spirit of the types of campaigns and adventures i run. They are far far more excited to find a magic item in a heap of rags stuffed in the corner of an old tomb of a long forgotten kindgom...inhabited by stunty grobi. It gives the path a more realistic outcome. I mean ive even ran some adventure paths where the only thing they got materialistic at the end of the run was a little bit of coinage and some renown with the kingdom giving them a 10% break on things they might buy in the city.
Cons: Scale of CR levels. It was a flawed system in my opinion. I just alter things a little to make it so the players have a "fighting" chance. No dice altering or anything like that just taking away effect that disallow damage or special needs to damage such as Need magic to hurt or what have you.
Oh and the whiny elf always whining about how she wants bondleaf armour...